Published on 12.01.11 in Vol 13, No 1 (2011): Jan-Mar
Works citing "Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer"
According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.1519):
(note that this is only a small subset of citations)
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Cosma G, Brown D, Shopland N, Battersby S, Seymour-Smith S, Archer M, Khan M, Pockley AG. PROCEE: a PROstate Cancer Evaluation and Education serious game for African Caribbean men. Journal of Assistive Technologies 2016;10(4):199
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Amicizia D, Domnich A, Gasparini R, Bragazzi NL, Lai PL, Panatto D. An overview of current and potential use of information and communication technologies for immunization promotion among adolescents. Human vaccines & immunotherapeutics 2013;9(12):2634
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Diehl LA, Souza RM, Gordan PA, Esteves RZ, Coelho ICM. InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians. Journal of Medical Internet Research 2017;19(3):e72
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Yáñez-Gómez R, Cascado-Caballero D, Sevillano J. Academic methods for usability evaluation of serious games: a systematic review. Multimedia Tools and Applications 2017;76(4):5755
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Fanfarelli JR, McDaniel R, Crossley C. Adapting UX to the design of healthcare games and applications. Entertainment Computing 2018;28:21
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Kim SM, Kim H, Hwang HC, Hong JS, Bae S, Min KJ, Han DH. The Effects of a Serious Game on Depressive Symptoms and Anxiety in Breast Cancer Patients with Depression: A Pilot Study Using Functional Magnetic Resonance Imaging. Games for Health Journal 2018;7(6):409
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Li LC, Adam PM, Townsend AF, Lacaille D, Yousefi C, Stacey D, Gromala D, Shaw CD, Tugwell P, Backman CL. Usability testing of ANSWER: a web-based methotrexate decision aid for patients with rheumatoid arthritis. BMC Medical Informatics and Decision Making 2013;13(1)
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Ingadottir B, Blondal K, Jaarsma T, Thylen I. Perceptions about traditional and novel methods to learn about postoperative pain management: a qualitative study. Journal of Advanced Nursing 2016;72(11):2672
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Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard M, Benali H, Sawchuk K, De Schutter B. Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. JMIR Mental Health 2020;7(3):e12388
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Yuan Q, Liu S, Tang S, Zhang D. Happy@Work: protocol for a web-based randomized controlled trial to improve mental well-being among an Asian working population. BMC Public Health 2014;14(1)
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Bozanta A, Kutlu B, Nowlan N, Shirmohammadi S. Effects of serious games on perceived team cohesiveness in a multi-user virtual environment. Computers in Human Behavior 2016;59:380
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Hall V, Conboy-Hill S, Taylor D. Using Virtual Reality to Provide Health Care Information to People With Intellectual Disabilities: Acceptability, Usability, and Potential Utility. Journal of Medical Internet Research 2011;13(4):e91
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Kihal Talantikite W, Renou D, Magdelaine A, Harang W, Zmirou-Navier D, Deguen S. Development of Serious Games (Equit’Game) to Address Health and Environmental Inequalities: Protocol for an App-Delivered Program to Perform a Territorial Diagnosis. JMIR Research Protocols 2020;9(1):e11786
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. Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games. Procedia Computer Science 2012;15:233
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Mayer I, Bekebrede G, Harteveld C, Warmelink H, Zhou Q, van Ruijven T, Lo J, Kortmann R, Wenzler I. The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology 2014;45(3):502
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Gunaratne K, Haghbayan H, Coomes EA. Tweeting Authors: Impact on Research Publicity and Downstream Citations. Journal of General Internal Medicine 2020;35(6):1926
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Kim HJ, Kim SM, Shin H, Jang J, Kim YI, Han DH. A Mobile Game for Patients With Breast Cancer for Chemotherapy Self-Management and Quality-of-Life Improvement: Randomized Controlled Trial. Journal of Medical Internet Research 2018;20(10):e273
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He Y, Gewirtz A, Lee S, Morrell N, August G. A randomized preference trial to inform personalization of a parent training program implemented in community mental health clinics. Translational Behavioral Medicine 2016;6(1):73
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. Architecture and Imagery: A Profile of Serious Game Developer Archimage, Inc.. Games for Health Journal 2013;2(6):327
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Marston HR, Freeman S, Bishop KA, Beech CL. A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Games for Health Journal 2016;5(3):157
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Berry DL, Halpenny B, Bosco JLF, Bruyere J, Sanda MG. Usability evaluation and adaptation of the e-health Personal Patient Profile-Prostate decision aid for Spanish-speaking Latino men. BMC Medical Informatics and Decision Making 2015;15(1)
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Ricciardi F, De Paolis LT. A Comprehensive Review of Serious Games in Health Professions. International Journal of Computer Games Technology 2014;2014:1
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Sänger S, Wiegel T, Stöckle M, Härter M, Bergelt C. Entwicklung von Aufklärungsmaterialien für die „Deutsche Prostatakrebsstudie PREFERE“. Zeitschrift für Evidenz, Fortbildung und Qualität im Gesundheitswesen 2015;109(1):28
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Kampmeijer R, Pavlova M, Tambor M, Golinowska S, Groot W. The use of e-health and m-health tools in health promotion and primary prevention among older adults: a systematic literature review. BMC Health Services Research 2016;16(S5)
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Groeben C, Streuli J, Krones T, Keck B, Wirth M, Huber J. Therapie des nichtmetastasierten Prostatakarzinoms. Der Urologe 2014;53(6):854
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Girgis A, Durcinoska I, Levesque JV, Gerges M, Sandell T, Arnold A, Delaney GP. eHealth System for Collecting and Utilizing Patient Reported Outcome Measures for Personalized Treatment and Care (PROMPT-Care) Among Cancer Patients: Mixed Methods Approach to Evaluate Feasibility and Acceptability. Journal of Medical Internet Research 2017;19(10):e330
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Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565
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Wolpin S, Halpenny B, Whitman G, McReynolds J, Stewart M, Lober W, Berry D. Development and usability testing of a web-based cancer symptom and quality-of-life support intervention. Health Informatics Journal 2015;21(1):10
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Griffiths MD, Kuss DJ, Ortiz de Gortari AB. Videogames as Therapy. International Journal of Privacy and Health Information Management 2017;5(2):71
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Faddoul B, Kelemen A, Connerney I, Grover B, Hoffman J. Patients' Perceptions of a Game About Warfarin and Vitamin K: A Pilot Study. Games for Health Journal 2012;1(5):362
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Palanica A, Docktor MJ, Lee A, Fossat Y. Using mobile virtual reality to enhance medical comprehension and satisfaction in patients and their families. Perspectives on Medical Education 2019;8(2):123
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Krebs P, Burkhalter JE, Snow B, Fiske J, Ostroff JS. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges. JMIR Research Protocols 2013;2(2):e35
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Wolpin S, Stewart M. A Deliberate and Rigorous Approach to Development of Patient-Centered Technologies. Seminars in Oncology Nursing 2011;27(3):183
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Giabbanelli PJ, Crutzen R. Supporting self-management of obesity using a novel game architecture. Health Informatics Journal 2015;21(3):223
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Smith A, Rincones O, Sidhom M, Mancuso P, Wong K, Berry M, Forstner D, Bokey L, Girgis A. Robot or radiation? A qualitative study of the decision support needs of men with localised prostate cancer choosing between robotic prostatectomy and radiotherapy treatment. Patient Education and Counseling 2019;102(7):1364
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Baranowski MT, Lieberman PD, Buday R, Peng W, Zimmerli L, Wiederhold B, Kato PM. Videogame Mechanics in Games for Health. Games for Health Journal 2013;2(4):194
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Brown-Johnson CG, Berrean B, Cataldo JK. Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): A virtual world health game for lung cancer patients. Patient Education and Counseling 2015;98(4):506
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Diehl LA, de Souza RM, Gordan PA, Esteves RZ, Coelho ICM. User Assessment of “InsuOnLine,” a Game to Fight Clinical Inertia in Diabetes: A Pilot Study. Games for Health Journal 2015;4(5):335
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Grüne B, Kriegmair MC, Lenhart M, Michel MS, Huber J, Köther AK, Büdenbender B, Alpers GW. Decision Aids for Shared Decision-making in Uro-oncology: A Systematic Review. European Urology Focus 2022;8(3):851
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Maheu-Cadotte M, Dubé V, Cossette S, Lapierre A, Fontaine G, Deschênes M, Lavoie P. Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review. JMIR Serious Games 2021;9(3):e28650
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Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
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Broekhuis M, Weering MD, Schuit C, Schürz S, van Velsen L. Designing a stakeholder-inclusive service model for an eHealth service to support older adults in an active and social life. BMC Health Services Research 2021;21(1)
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Yu Z, Sukjairungwattana P, Xu W. Effects of Serious Games on Student Engagement, Motivation, Learning Strategies, Cognition, and Enjoyment. International Journal of Adult Education and Technology 2022;13(1):1
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Thomas TH, Murray PJ, Rosenzweig M, Taylor S, Brufsky A, Bender C, Larkin M, Schenker Y. “I was never one of those people who just jumped right in for me”: patient perspectives on self-advocacy training for women with advanced cancer. Supportive Care in Cancer 2023;31(1)
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Palanica A, Docktor MJ, Lee A, Fossat Y. Using mobile virtual reality to enhance medical comprehension and satisfaction in patients and their families. Perspectives on Medical Education 2019;8(2):123
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Poliani A, Gnecchi S, Villa G, Rosa D, Manara DF. Gamification as an Educational Approach for Oncological Patients: A Systematic Scoping Review. Healthcare 2023;11(24):3116
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Ribeiro N, Tavares P, Ferreira C, Coelho A. Melanoma prevention using an augmented reality-based serious game. Patient Education and Counseling 2024;123:108226
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According to Crossref, the following books are citing this article (DOI 10.2196/jmir.1519):
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Mihail RP, Jacobs N, Goldsmith J, Lohr K. Serious Games Analytics. 2015. Chapter 9:211
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. Meeting Health Information Needs Outside Of Healthcare. 2015. :191
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. Medical Education and Ethics. 2017. chapter 3:51
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Sisarica A, Maiden N. Serious Games Development and Applications. 2013. Chapter 25:254
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. Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. 2016. chapter 3:35
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Griffiths M, Kuss DJ, Ortiz de Gortari AB. Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care. 2013. chapter 3:43
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Findeis A, Patyk M. Creating a Lifestyle Medicine Center. 2020. Chapter 14:145
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Mayer I, Bekebrede G, Warmelink H, Zhou Q. Psychology, Pedagogy, and Assessment in Serious Games. 2014. chapter 17:357
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Crico C, Renzi C. P5 eHealth: An Agenda for the Health Technologies of the Future. 2020. Chapter 2:19
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Ventura J, Ingram S, Caon M, Zumstein-Shaha M, Khaled OA, Mugellini E. Human-Computer Interaction. Interaction in Context. 2018. Chapter 17:206
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Griffiths MD, Kuss DJ, Ortiz de Gortari AB. Alternative Pain Management. 2020. chapter 14:324
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